Melizea & Nigel
HE COMES. HE SEES. HE HEARS. HE DOES. HE IS THE LIGHTNING.
[Cue insanity]
Enemies:
Veil of Flames lasts for the remainder of the battle.
Guard lasts until the end of your turn two rounds later.
Moblin can thrust forward at a target for increased power at the cost of vulnerability.
Roll your Power +5 dice vs. targets' Power dice
If the attack is unsuccessful, the target automatically gets to counterattack Moblin.
Golden Throw:
Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.
Roll your Power dice vs. targets' Wisdom -4 dice / Damage increased by 2
When you successfully defend for someone when using Cover, you recover 1 Heart and 1 Magic.
You use this charge to select a target and charge them at full speed.
Roll your Courage +6 dice vs. targets' Power dice
If the attack is successful, knock an equipped item out of one of the target's hands.
Anyone may spend an action to pick up this item.
Guard lasts until the end of your turn two rounds later.
You can thrust forward at a target for increased power at the cost of vulnerability.
Roll your Power +5 dice vs. targets' Power dice / Damage increased by 2
If the attack is unsuccessful, the target automatically gets to counterattack you.
Only one Bouncing Aura can be active at a time.
Imitate lasts until the end of your turn two rounds later.
The beam then bounces to another target, amplified by the extra Magic.
Roll your Wisdom +2 dice vs. targets' Wisdom dice
The attack's damage is increased by an amount equal to the Magic drained from the first target.
Magic Drain lasts for the remainder of the battle.
Afterwards, the Spiked Boomerang returns to you.
Golden Throw:
Requires 1 Turn to Charge
Begin charging by focusing your intent on one target. Once charged, you gain a defensive bonus.
When defending against that target, your dice is increased by 4.
When defending against any other target, your dice is decreased by 2.
You can use the charge, cancelling the defensive bonus. Your boomerang is thrown and teleports, hitting a target from behind.
Roll your Power dice vs. targets' Wisdom -4 dice / Damage increased by 3
Afterwards, the Spiked Boomerang returns to you.
Alternatively, you can fire one of the fragments at a target at high speeds.
Costs 1 Magic
Roll your Courage +7 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, target gets two stacks of the Arcane Bleeding Affliction:
At the start of each round, target takes 1 bleeding damage (neutral) and loses 1 Magic.
This stacks infinitely.
Arcane Bleeding lasts for the remainder of the battle.
Once charged, Red Octorok can fling itself at someone with its tentacles.
Roll your Courage +8 dice vs. targets' Courage dice
If the attack is unsuccessful, Red Octorok takes the difference in successes as damage. Additionally, its target gets to counterattack Red Octorok.
[Cue insanity]
Enemies:
Fire Keese (Level: 14)
Description
Origin: The Ocarina of Time
While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it.
While they may simply seem like Keese unfortunate enough to have caught flame, Fire Keese aren't harmed by the blaze, and indeed even have a great deal of control over it.
Feather (Drop)
- When Fire Keese dies, it can drop a Feather.
- A feather that makes you feel lighter when you hold it.
Add Feather to your Materials
Code:Select All
[box=Feather][list]
[*][Amount]1[/Amount]
[*]A feather that makes you feel lighter when you hold it.[/list][/box]
Affinities
Fire (Level: 3)
Skills
Wreath of Flames (Passive)
- Anyone who attacks Fire Keese by melee (successful or not) will take 2 burn damage (neutral).
Fire Slash
- Requires Fire (Level: 1)
- Fire Keese slashes at a target with its burning wings.
- Roll your Courage dice vs. targets' Courage dice
Incinerate
- Requires Fire (Level: 2)
- Fire Keese superheats its wings, doing a large amount of Fire damage to a target.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals 10 Fire Effect Damage
- At the end of the attack, Fire Keese incinerates and dies.
Spells
Veil of Flames
- Requires Fire (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Veil of Flames Buff:
- Anyone that fights the target in melee combat takes 1 burn damage (neutral) from Veil of Flames.
- Cannot use Veil of Flames on someone with Water affinity.
- If Veil of Flames is used on someone with Nature affinity, target takes 1 burn damage (neutral) at the start of each round.
Moblin (Level: 14)
Description
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using an action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
Replaced Drop (Passive)
- When Moblin dies, any equipped items are dropped, replacing the random item drop. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
Add Bait to your Misc
Code:Select All
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/Hearts].[/list]
[*]You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom] / Deals no damage
[*]If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using an action.
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.[/list][/list][/list][/box]
Add Spear to your Weapons
Code:Select All
[box=Spear][list]
[*]A [i]Two-Handed[/i] spear with long that can hit one target from a safe distance, preventing the target from counterattacking by melee.[list]
[*][dice type-a=Courage amount-a=+1 type-b=Courage][/list]
[*]You can thrust forward at a target with the spear for increased [Power] at the cost of vulnerability.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power]
[*]If the attack is unsuccessful, the target automatically gets to counterattack you.[/list][/list][/box]
Add Leather Armor to your Armors
Code:Select All
[box=Leather Armor][list]
[*]Damage taken is reduced by 1
[*]Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.[/list][/box]
Affinities
Nature (Level: 3)
Skills
Mob Mentality (Passive)
- While Moblin is in the battle, Moblin and all of his allies have +2 bonus dice when attacking or defending.
- Only one Mob Mentality can be active at a time.
Spells
Guard (Support)
- Requires Nature (Level: 1)
- Costs 2 Magic
- Give yourself or an ally the Guard Buff:
- Target's defending roll is increased by 3 dice.
Items
Spear (Weapon)
- A Two-Handed spear with long that can hit one target from a safe distance, preventing the target from counterattacking by melee.
- Roll your Courage +1 dice vs. targets' Courage dice
Leather Armor (Armor)
- Damage taken is reduced by 1
- Leather Armor gets destroyed after the wearer takes a total of 1 burn damage.
Goriya, Red (Level: 14)
Description
Origin: The Legend of Zelda
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
Replaced Drop
- When Red Goriya dies, any equipped items are dropped, replacing the random item drop. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
Add Bait to your Misc
Code:Select All
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/Hearts].[/list]
[*]You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom] / Deals no damage
[*]If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using an action.
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.[/list][/list][/list][/box]
Add Spiked Boomerang to your Weapons
Code:Select All
[box=Spiked Boomerang][list]
[*][Level=10]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 3 damage.
[*]You can throw the Spiked Boomerang at a target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:[list]
[*][dice type-a=Power amount-a=-4 type-b=Power][/list][/list]
[*][b]Golden Throw:[/b][list]
[*]Charge the first turn. On your next turn, your boomerang is thrown and teleports, hitting a target from behind.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-4] / Damage increased by 2[/list][/list][/list][/box]
Affinities
Arcane (Level: 3)
Skills
Mimic (Passive)
- After Goriya attacks someone (successful or not), he mimics the target's movement and gains bonus dice when defending equal to the target's bonus dice when defending.
- This only changes after Goriya attacks a different target or until the original target is dead.
Items
Spiked Boomerang (Weapon)
- Level 10
- If someone is unsuccessful in hitting the Goriya in melee combat, the attacker takes 3 damage.
- Goriya can throw the Spiked Boomerang at a target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -4 dice vs. targets' Power dice
Moblin (Level: 15)
Description
Origin: The Legend of Zelda
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
This counts as using an action.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such.
Equipment Drop
- When Moblin dies, any equipped items are dropped. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
Add Bait to your Misc
Code:Select All
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/Hearts].[/list]
[*]You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom] / Deals no damage
[*]If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using an action.
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.[/list][/list][/list][/box]
Add Spear to your Weapons
Code:Select All
[box=Spear][list]
[*][Level=10]
[*]A [i]Two-Handed[/i] spear with long range that can hit one target from a safe distance, preventing the target from counterattacking by melee.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][/list]
[*]You can thrust forward at a target for increased power at the cost of vulnerability.[list]
[*][dice type-a=Power amount-a=+5 type-b=Power] / Damage increased by 2
[*]If the attack is unsuccessful, the target automatically gets to counterattack you.[/list][/list][/box]
Add Dragon's Blood Armor to your Armors
Code:Select All
[box=Dragon Blood's Armor][list]
[*][Level=10]
[*]Who needs [b]Dragonhide[/b] when you have [b]Dragon's Blood[/b]? This beauty of an armor is literally crafted from the sundered, crusty husk of [b]Dragon's Blood[/b]! It was originally going to be used for pizza sauce, but then [b]Master DM[/b] had dumber ideas.[list]
[*]Damage taken is reduced by 2
[*]At the start of each round, you recover [Hearts]2[/Hearts].[/list][/list][/box]
Affinities
Nature (Level: 3)
Skills
Mob Mentality (Innate)
- While Moblin is in the battle, Moblin and all of his allies gain 2 dice when attacking or defending.
- Only one Mob Mentality can be active at a time.
Force Back (Innate)
- When you successfully defend for someone with Cover, you emit a force back at the attacker that can't be counterattacked.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, the force of the blast holds it ground, continuing to Cover whoever you defended for you.
- This cancels your Cover.
- The force prevents all physical attacks from passing through. Physical attacks must bypass the original success rate of this blast to pass through.
- If the physical attack succeeds, it continues to the original target at -4 dice, cancelling the force's Cover.
- If the physical attack fails, it bounces off the force's Cover.
Leech (Passive)
- Everytime you land an attack successfully, you recover 1 Heart.
Magic Leech (Passive)
- Everytime you land an attack successfully, you recover 1 Magic.
Re-Covery (Passive)
- This is a Cover skill modifier. Any Active Cover Skills you use will also use this modifier.
- You may only have one Cover skill modifier active at a time. All others must be set to (Disabled).
Ram (Active)
- Requires 1 Turn to Charge
- Starting charging by bracing yourself into the ground. Once charged, you gain a defensive bonus.
- When defending, your dice are increased by 3.
- Damage taken is reduced by 2.
- If you use any attack, you use this charge, cancelling the defensive bonuses.
Spells
Heal Beam, Alpha (Support)
- Level 10 and Nature (Level: 2)
- Costs 3 Magic
- Heal any target by 7 Hearts.
Guard, Alpha (Support)
- Level 10 and Nature (Level: 2)
- Costs 3 Magic
- Give yourself or an ally the Guard Buff:
- Target's defending roll is increased by 4 dice.
Items
Spear (Weapon)
- Level 10
- A Two-Handed spear with long range that can hit one target from a safe distance, preventing the target from counterattacking by melee.
- Roll your Courage +4 dice vs. targets' Courage dice
Dragon Blood's Armor (Armor)
- Level 10
- Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Damage taken is reduced by 2
- At the start of each round, you recover 2 Hearts.
Goriya, Red (Level: 15)
Description
Origin: The Legend of Zelda
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
These bipedal beasts have the appearance of wolves. A closer examination would reveal a more eldritch origin - that is, if you can get close enough to examine them without being struck in the back by their wicked boomerangs.
Equipment Drop
- When Red Goriya dies, any equipped items are dropped. It also drops Bait.
- Amount: 1
- Level 10
- A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?
- You can eat the bait to recover 8 Hearts.
Add Bait to your Misc
Code:Select All
[box=Bait][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A healthy chunk of meat, taken from your dead enemies! Doesn't cannibalism feel great?[list]
[*]You can eat the bait to recover [Hearts]8[/Hearts].[/list]
[*]You can throw the bait somewhere in an attempt to lure enemies to it. "Hits" all enemies.[list]
[*][dice type-a=Wisdom amount-a=+2 type-b=Wisdom] / Deals no damage
[*]If the roll is successful, any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.[list]
[*]This counts as using an action.
[*]Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.[/list][/list][/list][/box]
Add Spiked Boomerang to your Weapons
Code:Select All
[box=Spiked Boomerang][list]
[*][Level=10]
[*]If someone is unsuccessful in hitting you in melee combat, the attacker takes 4 damage.
[*]You can throw the [b]Spiked Boomerang[/b] at a target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:[list]
[*][dice type-a=Power amount-a=-4 type-b=Power][/list]
[*]Afterwards, the [b]Spiked Boomerang[/b] returns to you.[/list]
[*][b]Golden Throw:[/b][list]
[*]Requires 1 Turn to Charge
[*]Begin charging by focusing your intent on one target. Once charged, you gain a defensive bonus.[list]
[*]When defending against that target, your dice is increased by 4.
[*]When defending against any other target, your dice is decreased by 2.[/list]
[*]You can use the charge, cancelling the defensive bonus. Your boomerang is thrown and teleports, hitting a target from behind.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-4] / Damage increased by 3
[*]Afterwards, the [b]Spiked Boomerang[/b] returns to you.[/list][/list][/list][/box]
Add Arcane Fragments to your Shield
Code:Select All
[box=Arcane Fragments][list]
[*][Level=10] and [Arcane 3]
[*]An array of shield fragments that appear to do nothing. However, you can manipulate it to block any attack at any time.[list]
[*]When you or an ally is being attacked, you can spend half of your Maximum [Magic] to empower the shield fragments to help defend against the attack.
[*]The one defending the attack gains dice equal to your Maximum [Magic], but he cannot counterattack that attack.[/list]
[*]Alternatively, you can fire one of the fragments at a target at high speeds.[list]
[*]Costs [Magic]1[/Magic]
[*][dice type-a=Courage amount-a=+7 type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets two stacks of the [b]Arcane Bleeding[/b] [u]Affliction[/u]:[list]
[*]At the start of each round, target takes 1 bleeding damage (neutral) and loses [Magic]1[/Magic].
[*]This stacks infinitely.[/list]
[*][b]Arcane Bleeding[/b] lasts for the remainder of the battle.[/list][/list][/box]
Affinities
Arcane (Level: 3)
Skills
Mimic (Innate)
- After Goriya attacks someone (successful or not), he mimics the target's movement and gains bonus dice when defending equal to the target's bonus dice and successes when defending.
- This only changes after Goriya attacks a different target or until the original target is dead.
Bouncing Aura (Innate)
- You and your allies gain an empowerment when firing spells.
- When you successfully hit someone with a single-target spell, the spell can bounce and hit another target with -4 dice.
- Any damage the spell does is halved.
Rejuvenation Aura (Passive)
- Level 10
- You and your allies recover 2 Hearts and 1 Magic at the start of each round.
- All neutral damage dealt to you by Status Effects is doubled.
- Only one Rejuvenation Aura can be active at a time.
Leech (Passive)
- Everytime you land an attack successfully, you recover 1 Heart.
Power Booster (Passive)
- Your Power stat is increased by #, where # = your total affinity levels.
Imitate (Active)
- Select a target and attempt to match the target's actions.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the imitation is successful, you become locked onto the target.
- You gain damage reduction equal to the target's total damage reduction.
- Your Magic stat (Current and Maximum) is increased by an amount equal to the target's Current Magic at the time of initiating Imitate.
- After the target attacks, you can immediately attack the target back with any of your attacks.
- Your attack gains bonus dice equal to the total bonus dice, successes, and damage that the target's previous attack had.
Spells
Arc Beam
- Level 10 and Arcane (Level: 2)
- Costs 5 Magic
- Fire a beam of Magic at a target, channeling that target's Magic into the beam.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, transfer Magic from the target equal to the difference in successes to the beam.
- This amount can't exceed 7 Magic.
Magic Drain
- Level 10 and Arcane (Level: 2)
- Costs 4 Magic
- When your opponent activates a Spell Card-
- A magic seal is placed on the target, linking you and your target's Magic pools.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Magic Drain Affliction:
- Any time your Current Magic is spent or drained, the target's Current Magic is reduced by an equal amount.
- When you cast a spell that reduces your Current Magic to 0, target takes damage equal to the spell's Magic Cost.
- If the cost of the spell is 8 Magic or more, then the target instead takes damage equal to half of your Maximum Magic.
Items
Spiked Boomerang (Weapon)
- Level 10
- If someone is unsuccessful in hitting you in melee combat, the attacker takes 4 damage.
- You can throw the Spiked Boomerang at a target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the Spiked Boomerang bounces off and directs itself towards another target:
- Roll your Power -4 dice vs. targets' Power dice
Arcane Fragments (Shield)
- Level 10 and Arcane (Level: 3)
- An array of shield fragments that appear to do nothing. However, you can manipulate it to block any attack at any time.
- When you or an ally is being attacked, you can spend half of your Maximum Magic to empower the shield fragments to help defend against the attack.
- The one defending the attack gains dice equal to your Maximum Magic, but he cannot counterattack that attack.
Octorok, Red (Level: 15)
Description
Origin: The Legend of Zelda
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
Once this scroll is used, the scroll evaporates into the air.
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
Scroll Drop
- When Red Octorok dies, it drops a Level 10 Water Scroll:
- A scroll with liquid writing that rolls around the parchment. Choose one of the two below from the Scroll List.
- It can give you a Level 10 Water Bonus to an item.
- It can teach you a Level 10 Water Spell.
Add Level 10 Water Scroll to your Misc
Code:Select All
[box=Level 10 Water Scroll][list]
[*]A scroll with liquid writing that rolls around the parchment. Choose one of the two below from the [url=http://zurpg.sephiroth.ws/thread-352.html]Scroll List[/url].[list]
[*]It can give you a [i]Level 10[/i] [Water] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 10[/i] [Water] [b]Spell[/b].[/list]
[*]Once this scroll is used, the scroll evaporates into the air.[/list][/box]
Affinities
Water (Level: 3)
Skills
Bouncy Skin (Innate)
- Octoroks have a very bouncy, rubbery skin, which bounces failed attacks off.
- When Octorok successfully defends an attack, the attacker's attack bounces off and rolls $1d#, where # = the number of targets in battle, except for the attacker and the Octorok it just attacked.
- The attacker's attack then redirects to that target with the same success rate -2.
Tentacle Shield (Innate)
- With its array of tentacles, Octorok can use them to deflect oncoming ranged attacks.
- Octorok can override the defending stat with its Power stat to defend against a ranged attack.
- If its successful, the attack is deflected towards an ally with -3 dice, or it hits Octorok with -3 dice.
- If its unsuccessful, the attack pierces through one of the tentacles, automatically costing the Octorok 5 Hearts.
Cannon-Mouth (Active)
- Red Octorok fires a large rock at a target from its cannon-like mouth.
- Roll your Power +2 dice vs. targets' Power dice / Damage increased by 2
Slide Rush (Active)
- Requires 1 Turn to Charge
- Red Octorok begins charging by planting its tentacles into the ground.
- Until Red Octorok uses this charge, it cannot use Tentacle Shield.
Spells
Impact Water Blast (Offensive)
- Requires Water (Level: 2)
- Costs 2 Magic
- A highly impactful blast of Water is fired at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If the attack is successful, knock the target's shield away from them.
- Anyone may spend an action to pick up the shield, as long as they meet the requirements.